struct FShaderMaterialPropertyDefines
{
	//DECLARE_TYPE_LAYOUT(FShaderMaterialPropertyDefines, NonVirtual);

	//void ModifyEnvironment(FShaderCompilerEnvironment& OutEnvironment) const;
	//void WriteFrozenVertexFactoryParameters(FMemoryImageWriter& Writer, const TMemoryImagePtr<FShaderMaterialPropertyDefines>& InPropDefines) const;


	//着色模型添加-开始
	uint8 MATERIAL_SHADINGMODEL_MY_TOON_DEFAULT : 1;
	uint8 MATERIAL_SHADINGMODEL_MY_TOON_FACE : 1;
	uint8 MATERIAL_SHADINGMODEL_MY_TOON_HAIR : 1;
	//结束


	uint8 MATERIAL_ENABLE_TRANSLUCENCY_FOGGING : 1;

	uint8 MATERIALBLENDING_ANY_TRANSLUCENT : 1;
	uint8 MATERIAL_USES_SCENE_COLOR_COPY : 1;
	uint8 MATERIALBLENDING_MASKED_USING_COVERAGE : 1;

	uint8 MATERIAL_COMPUTE_FOG_PER_PIXEL : 1;